#include "common.h"
#include "lmodel.h"
uniform half3 direction;
half4 main(float4 tc:TEXCOORD0):COLOR {
float4 _P=tex2Dproj(s_position,tc);
half4 _N=tex2Dproj(s_normal,tc);
half3 L2P=_P.xyz-Ldynamic_pos.xyz;
half3 L2P_N=normalize(L2P);
half rsqr=dot(L2P,L2P);
half att=saturate(1-rsqr*Ldynamic_pos.w);
half light=saturate(dot(-L2P_N,_N.xyz));
half hemi=saturate(dot(L2P_N,direction));
return blendp (half4(Ldynamic_color.xyz*att*light*hemi,0),tc);
}